#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform samplerCube samplerCubeMap; layout (location = 0) in vec3 inUVW; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = texture(samplerCubeMap, inUVW); }